Name:  'Simple'
Attachments {
  [0] 'Color1'
  [1] 'Depth'
}
Subpasses {
  [0] 'Main'
    colorAttachments = {
      [0] AnyColor, 'out_Color'
    }
}
FeatureSets = { 'MinimalFS', 'part.Surface_RGBA8_sRGB_nonlinear' }
name               = --
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = DONT_CARE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = GENERAL  (Unknown)
  [0].finalLayout    = GENERAL  (Unknown)
  --------
  [1].flags          = 0
  [1].format         = D16_UNORM
  [1].samples        = 1
  [1].loadOp         = DONT_CARE
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = GENERAL  (Unknown)
  [1].finalLayout    = GENERAL  (Unknown)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 1
    .layout     = GENERAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 2
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = VK_SUBPASS_EXTERNAL
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = SHADER_SAMPLED_READ
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
}
=========================================================================


name               = 'Simple.Present'
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = LOAD
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = PRESENT_SRC  (PresentImage)
  [0].finalLayout    = PRESENT_SRC  (PresentImage)
  --------
  [1].flags          = 0
  [1].format         = D16_UNORM
  [1].samples        = 1
  [1].loadOp         = CLEAR
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = DEPTH_STENCIL_ATTACHMENT_OPTIMAL  (DepthStencilAttachment_RW | DSTestBeforeFS | DSTestAfterFS)
  [1].finalLayout    = DEPTH_STENCIL_ATTACHMENT_OPTIMAL  (DepthStencilAttachment_RW | DSTestBeforeFS | DSTestAfterFS | Invalidate)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 1
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 2
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = VK_SUBPASS_EXTERNAL
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = SHADER_SAMPLED_READ
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
}
=========================================================================


name               = 'Simple.RenderTarget'
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = LOAD
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  [0].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  --------
  [1].flags          = 0
  [1].format         = D16_UNORM
  [1].samples        = 1
  [1].loadOp         = CLEAR
  [1].storeOp        = STORE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = DEPTH_STENCIL_ATTACHMENT_OPTIMAL  (DepthStencilAttachment_RW | DSTestBeforeFS | DSTestAfterFS)
  [1].finalLayout    = DEPTH_STENCIL_ATTACHMENT_OPTIMAL  (DepthStencilAttachment_RW | DSTestBeforeFS | DSTestAfterFS)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 1
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 2
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = VK_SUBPASS_EXTERNAL
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = SHADER_SAMPLED_READ
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
}
=========================================================================

Name:  'StencilView.RPass'
Attachments {
  [0] 'Color'
  [1] 'Stencil'
}
Subpasses {
  [0] 'Main'
    colorAttachments = {
      [0] UNorm, 'out_Color'
    }
    inputAttachments = {
      [0] Float, 'in_Stencil'
    }
}
FeatureSets = { 'MinimalFS', 'MinDesktop' }
name               = --
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = R8G8B8A8_UNORM
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = DONT_CARE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = GENERAL  (Unknown)
  [0].finalLayout    = GENERAL  (Unknown)
  --------
  [1].flags          = 0
  [1].format         = D32_SFLOAT_S8_UINT
  [1].samples        = 1
  [1].loadOp         = DONT_CARE
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = GENERAL  (Unknown)
  [1].finalLayout    = GENERAL  (Unknown)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 1
  [0].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 1
    [0].layout     = GENERAL
    [0].aspectMask = DEPTH
  }
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 0
=========================================================================


name               = 'StencilView.RPass'
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = R8G8B8A8_UNORM
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
  [0].finalLayout    = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
  --------
  [1].flags          = 0
  [1].format         = D32_SFLOAT_S8_UINT
  [1].samples        = 1
  [1].loadOp         = LOAD
  [1].storeOp        = NONE
  [1].stencilLoadOp  = LOAD
  [1].stencilStoreOp = NONE
  [1].initialLayout  = SHADER_READ_ONLY_OPTIMAL  (InputDepthStencilAttachment | FragmentShader)
  [1].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (InputDepthStencilAttachment | FragmentShader)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 1
  [0].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 1
    [0].layout     = SHADER_READ_ONLY_OPTIMAL
    [0].aspectMask = DEPTH
  }
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 0
=========================================================================

Name:  'UIRenderPass'
Attachments {
  [0] 'Color'
}
Subpasses {
  [0] 'Main'
    colorAttachments = {
      [0] AnyColor, 'out_Color'
    }
}
FeatureSets = { 'MinimalFS' }
name               = --
ci.flags           = 0
ci.attachmentCount = 1
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = DONT_CARE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = GENERAL  (Unknown)
  [0].finalLayout    = GENERAL  (Unknown)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 0
=========================================================================


name               = 'UIRenderPass.def'
ci.flags           = 0
ci.attachmentCount = 1
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = CLEAR
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
  [0].finalLayout    = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
}
ci.dependencyCount = 0
=========================================================================

Name:  'Multipass'
Attachments {
  [0] 'Color'
  [1] 'Normal'
  [2] 'SwapchainImage'
  [3] 'Depth'
}
Subpasses {
  [0] 'DepthPrepass'
  [1] 'GBuffer'
    colorAttachments = {
      [0]
      [1] Float, 'out_Normal'
      [2] UNorm, 'out_Color'
    }
  [2] 'Translucent'
    colorAttachments = {
      [0] Float, 'out_Normal'
      [1] UNorm, 'out_Color'
    }
  [3] 'Lighting'
    colorAttachments = {
      [0] UNorm, 'out_Color'
    }
    inputAttachments = {
      [0] Float, 'in_GBuffer_Depth'
      [1] Float, 'in_GBuffer_Normal'
    }
  [4] 'PostProcess'
    colorAttachments = {
      [0] sRGB, 'out_Color'
    }
    inputAttachments = {
      [0] UNorm, 'in_GBuffer_Color'
    }
}
FeatureSets = { 'MinimalFS', 'part.Surface_RGBA8_sRGB_nonlinear' }
name               = --
ci.flags           = 0
ci.attachmentCount = 4
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = R8G8B8A8_UNORM
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = DONT_CARE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = GENERAL  (Unknown)
  [0].finalLayout    = GENERAL  (Unknown)
  --------
  [1].flags          = 0
  [1].format         = R16G16B16A16_SFLOAT
  [1].samples        = 1
  [1].loadOp         = DONT_CARE
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = GENERAL  (Unknown)
  [1].finalLayout    = GENERAL  (Unknown)
  --------
  [2].flags          = 0
  [2].format         = SwapchainColor
  [2].samples        = 1
  [2].loadOp         = DONT_CARE
  [2].storeOp        = DONT_CARE
  [2].stencilLoadOp  = DONT_CARE
  [2].stencilStoreOp = DONT_CARE
  [2].initialLayout  = GENERAL  (Unknown)
  [2].finalLayout    = GENERAL  (Unknown)
  --------
  [3].flags          = 0
  [3].format         = D16_UNORM
  [3].samples        = 1
  [3].loadOp         = DONT_CARE
  [3].storeOp        = DONT_CARE
  [3].stencilLoadOp  = DONT_CARE
  [3].stencilStoreOp = DONT_CARE
  [3].initialLayout  = GENERAL  (Unknown)
  [3].finalLayout    = GENERAL  (Unknown)
}
ci.subpassCount = 5
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 0
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = GENERAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 1
  [0].pPreserveAttachments    = { 1 }
  --------
  [1].flags                = 0
  [1].pipelineBindPoint    = GRAPHICS
  [1].viewMask             = 0
  [1].inputAttachmentCount = 0
  [1].colorAttachmentCount = 3
  [1].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = UNUSED
    [0].layout     = UNDEFINED
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = GENERAL
    [1].aspectMask = 0
    --------
    [2].pNext      = null
    [2].attachment = 0
    [2].layout     = GENERAL
    [2].aspectMask = 0
  }
  [1].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = GENERAL
    .aspectMask = 0
  }
  [1].preserveAttachmentCount = 0
  --------
  [2].flags                = 0
  [2].pipelineBindPoint    = GRAPHICS
  [2].viewMask             = 0
  [2].inputAttachmentCount = 0
  [2].colorAttachmentCount = 2
  [2].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 1
    [0].layout     = GENERAL
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 0
    [1].layout     = GENERAL
    [1].aspectMask = 0
  }
  [2].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = GENERAL
    .aspectMask = 0
  }
  [2].preserveAttachmentCount = 0
  --------
  [3].flags                = 0
  [3].pipelineBindPoint    = GRAPHICS
  [3].viewMask             = 0
  [3].inputAttachmentCount = 2
  [3].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 3
    [0].layout     = GENERAL
    [0].aspectMask = DEPTH
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = GENERAL
    [1].aspectMask = COLOR
  }
  [3].colorAttachmentCount = 1
  [3].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [3].pDepthStencilAttachment = {}
  [3].preserveAttachmentCount = 0
  --------
  [4].flags                = 0
  [4].pipelineBindPoint    = GRAPHICS
  [4].viewMask             = 0
  [4].inputAttachmentCount = 1
  [4].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = COLOR
  }
  [4].colorAttachmentCount = 1
  [4].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 2
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [4].pDepthStencilAttachment = {}
  [4].preserveAttachmentCount = 0
}
ci.dependencyCount = 6
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE | SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [0].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = 1
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [1].srcAccessMask   = 0
  [1].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
  --------
  [2].srcSubpass      = 1
  [2].dstSubpass      = 2
  [2].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].srcAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [2].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ
  [2].dependencyFlags = BY_REGION
  [2].viewOffset      = 0
  --------
  [3].srcSubpass      = 2
  [3].dstSubpass      = 3
  [3].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [3].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [3].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [3].dstAccessMask   = INPUT_ATTACHMENT_READ
  [3].dependencyFlags = BY_REGION
  [3].viewOffset      = 0
  --------
  [4].srcSubpass      = 3
  [4].dstSubpass      = 4
  [4].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].dstAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dependencyFlags = BY_REGION
  [4].viewOffset      = 0
  --------
  [5].srcSubpass      = 4
  [5].dstSubpass      = VK_SUBPASS_EXTERNAL
  [5].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [5].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].dstAccessMask   = SHADER_SAMPLED_READ
  [5].dependencyFlags = BY_REGION
  [5].viewOffset      = 0
}
=========================================================================


name               = 'Multipass.Default'
ci.flags           = 0
ci.attachmentCount = 4
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = R8G8B8A8_UNORM
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = UNDEFINED  (ColorAttachment | Invalidate)
  [0].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  --------
  [1].flags          = 0
  [1].format         = R16G16B16A16_SFLOAT
  [1].samples        = 1
  [1].loadOp         = LOAD
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  [1].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (InputColorAttachment | Invalidate | FragmentShader)
  --------
  [2].flags          = 0
  [2].format         = SwapchainColor
  [2].samples        = 1
  [2].loadOp         = DONT_CARE
  [2].storeOp        = STORE
  [2].stencilLoadOp  = DONT_CARE
  [2].stencilStoreOp = DONT_CARE
  [2].initialLayout  = UNDEFINED  (PresentImage | Invalidate)
  [2].finalLayout    = PRESENT_SRC  (PresentImage)
  --------
  [3].flags          = 0
  [3].format         = D16_UNORM
  [3].samples        = 1
  [3].loadOp         = CLEAR
  [3].storeOp        = DONT_CARE
  [3].stencilLoadOp  = DONT_CARE
  [3].stencilStoreOp = DONT_CARE
  [3].initialLayout  = UNDEFINED  (DepthStencilAttachment_RW | DSTestBeforeFS | DSTestAfterFS | Invalidate)
  [3].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (InputDepthStencilAttachment | Invalidate | FragmentShader)
}
ci.subpassCount = 5
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 0
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 1
  [0].pPreserveAttachments    = { 1 }
  --------
  [1].flags                = 0
  [1].pipelineBindPoint    = GRAPHICS
  [1].viewMask             = 0
  [1].inputAttachmentCount = 0
  [1].colorAttachmentCount = 3
  [1].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = UNUSED
    [0].layout     = UNDEFINED
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = COLOR_ATTACHMENT_OPTIMAL
    [1].aspectMask = 0
    --------
    [2].pNext      = null
    [2].attachment = 0
    [2].layout     = COLOR_ATTACHMENT_OPTIMAL
    [2].aspectMask = 0
  }
  [1].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [1].preserveAttachmentCount = 0
  --------
  [2].flags                = 0
  [2].pipelineBindPoint    = GRAPHICS
  [2].viewMask             = 0
  [2].inputAttachmentCount = 0
  [2].colorAttachmentCount = 2
  [2].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 1
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 0
    [1].layout     = COLOR_ATTACHMENT_OPTIMAL
    [1].aspectMask = 0
  }
  [2].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [2].preserveAttachmentCount = 0
  --------
  [3].flags                = 0
  [3].pipelineBindPoint    = GRAPHICS
  [3].viewMask             = 0
  [3].inputAttachmentCount = 2
  [3].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 3
    [0].layout     = SHADER_READ_ONLY_OPTIMAL
    [0].aspectMask = DEPTH
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = SHADER_READ_ONLY_OPTIMAL
    [1].aspectMask = COLOR
  }
  [3].colorAttachmentCount = 1
  [3].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [3].pDepthStencilAttachment = {}
  [3].preserveAttachmentCount = 0
  --------
  [4].flags                = 0
  [4].pipelineBindPoint    = GRAPHICS
  [4].viewMask             = 0
  [4].inputAttachmentCount = 1
  [4].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = SHADER_READ_ONLY_OPTIMAL
    [0].aspectMask = COLOR
  }
  [4].colorAttachmentCount = 1
  [4].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 2
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [4].pDepthStencilAttachment = {}
  [4].preserveAttachmentCount = 0
}
ci.dependencyCount = 6
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE | SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [0].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = 1
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [1].srcAccessMask   = 0
  [1].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
  --------
  [2].srcSubpass      = 1
  [2].dstSubpass      = 2
  [2].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].srcAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [2].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ
  [2].dependencyFlags = BY_REGION
  [2].viewOffset      = 0
  --------
  [3].srcSubpass      = 2
  [3].dstSubpass      = 3
  [3].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [3].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [3].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [3].dstAccessMask   = INPUT_ATTACHMENT_READ
  [3].dependencyFlags = BY_REGION
  [3].viewOffset      = 0
  --------
  [4].srcSubpass      = 3
  [4].dstSubpass      = 4
  [4].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].dstAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dependencyFlags = BY_REGION
  [4].viewOffset      = 0
  --------
  [5].srcSubpass      = 4
  [5].dstSubpass      = VK_SUBPASS_EXTERNAL
  [5].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [5].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].dstAccessMask   = SHADER_SAMPLED_READ
  [5].dependencyFlags = BY_REGION
  [5].viewOffset      = 0
}
=========================================================================


name               = 'Multipass.V2'
ci.flags           = 0
ci.attachmentCount = 4
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = R8G8B8A8_UNORM
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = UNDEFINED  (ColorAttachment | Invalidate)
  [0].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  --------
  [1].flags          = 0
  [1].format         = R16G16B16A16_SFLOAT
  [1].samples        = 1
  [1].loadOp         = LOAD
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = SHADER_READ_ONLY_OPTIMAL  (ShaderSample | FragmentShader)
  [1].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (InputColorAttachment | Invalidate | FragmentShader)
  --------
  [2].flags          = 0
  [2].format         = SwapchainColor
  [2].samples        = 1
  [2].loadOp         = DONT_CARE
  [2].storeOp        = STORE
  [2].stencilLoadOp  = DONT_CARE
  [2].stencilStoreOp = DONT_CARE
  [2].initialLayout  = UNDEFINED  (PresentImage | Invalidate)
  [2].finalLayout    = PRESENT_SRC  (PresentImage)
  --------
  [3].flags          = 0
  [3].format         = D16_UNORM
  [3].samples        = 1
  [3].loadOp         = CLEAR
  [3].storeOp        = DONT_CARE
  [3].stencilLoadOp  = DONT_CARE
  [3].stencilStoreOp = DONT_CARE
  [3].initialLayout  = UNDEFINED  (DepthStencilAttachment_RW | DSTestBeforeFS | Invalidate)
  [3].finalLayout    = SHADER_READ_ONLY_OPTIMAL  (InputDepthStencilAttachment | Invalidate | FragmentShader)
}
ci.subpassCount = 5
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 0
  [0].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [0].preserveAttachmentCount = 1
  [0].pPreserveAttachments    = { 1 }
  --------
  [1].flags                = 0
  [1].pipelineBindPoint    = GRAPHICS
  [1].viewMask             = 0
  [1].inputAttachmentCount = 0
  [1].colorAttachmentCount = 3
  [1].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = UNUSED
    [0].layout     = UNDEFINED
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = COLOR_ATTACHMENT_OPTIMAL
    [1].aspectMask = 0
    --------
    [2].pNext      = null
    [2].attachment = 0
    [2].layout     = COLOR_ATTACHMENT_OPTIMAL
    [2].aspectMask = 0
  }
  [1].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_ATTACHMENT_OPTIMAL
    .aspectMask = 0
  }
  [1].preserveAttachmentCount = 0
  --------
  [2].flags                = 0
  [2].pipelineBindPoint    = GRAPHICS
  [2].viewMask             = 0
  [2].inputAttachmentCount = 0
  [2].colorAttachmentCount = 2
  [2].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 1
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
    --------
    [1].pNext      = null
    [1].attachment = 0
    [1].layout     = COLOR_ATTACHMENT_OPTIMAL
    [1].aspectMask = 0
  }
  [2].pDepthStencilAttachment = {
    .pNext      = null
    .attachment = 3
    .layout     = DEPTH_STENCIL_READ_ONLY_OPTIMAL
    .aspectMask = 0
  }
  [2].preserveAttachmentCount = 0
  --------
  [3].flags                = 0
  [3].pipelineBindPoint    = GRAPHICS
  [3].viewMask             = 0
  [3].inputAttachmentCount = 2
  [3].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 3
    [0].layout     = SHADER_READ_ONLY_OPTIMAL
    [0].aspectMask = DEPTH
    --------
    [1].pNext      = null
    [1].attachment = 1
    [1].layout     = SHADER_READ_ONLY_OPTIMAL
    [1].aspectMask = COLOR
  }
  [3].colorAttachmentCount = 1
  [3].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [3].pDepthStencilAttachment = {}
  [3].preserveAttachmentCount = 0
  --------
  [4].flags                = 0
  [4].pipelineBindPoint    = GRAPHICS
  [4].viewMask             = 0
  [4].inputAttachmentCount = 1
  [4].pInputAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = SHADER_READ_ONLY_OPTIMAL
    [0].aspectMask = COLOR
  }
  [4].colorAttachmentCount = 1
  [4].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 2
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [4].pDepthStencilAttachment = {}
  [4].preserveAttachmentCount = 0
}
ci.dependencyCount = 6
ci.pDependencies   = {
  [0].srcSubpass      = VK_SUBPASS_EXTERNAL
  [0].dstSubpass      = 0
  [0].srcStageMask    = FRAGMENT_SHADER | EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [0].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE | SHADER_SAMPLED_READ
  [0].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [0].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [0].dependencyFlags = BY_REGION
  [0].viewOffset      = 0
  --------
  [1].srcSubpass      = 0
  [1].dstSubpass      = 1
  [1].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS
  [1].srcAccessMask   = 0
  [1].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [1].dstAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [1].dependencyFlags = BY_REGION
  [1].viewOffset      = 0
  --------
  [2].srcSubpass      = 1
  [2].dstSubpass      = 2
  [2].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].srcAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [2].dstStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [2].dstAccessMask   = DEPTH_STENCIL_ATTACHMENT_READ
  [2].dependencyFlags = BY_REGION
  [2].viewOffset      = 0
  --------
  [3].srcSubpass      = 2
  [3].dstSubpass      = 3
  [3].srcStageMask    = EARLY_FRAGMENT_TESTS | LATE_FRAGMENT_TESTS | COLOR_ATTACHMENT_OUTPUT
  [3].srcAccessMask   = COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE | DEPTH_STENCIL_ATTACHMENT_READ | DEPTH_STENCIL_ATTACHMENT_WRITE
  [3].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [3].dstAccessMask   = INPUT_ATTACHMENT_READ
  [3].dependencyFlags = BY_REGION
  [3].viewOffset      = 0
  --------
  [4].srcSubpass      = 3
  [4].dstSubpass      = 4
  [4].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [4].dstAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [4].dependencyFlags = BY_REGION
  [4].viewOffset      = 0
  --------
  [5].srcSubpass      = 4
  [5].dstSubpass      = VK_SUBPASS_EXTERNAL
  [5].srcStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].srcAccessMask   = INPUT_ATTACHMENT_READ | COLOR_ATTACHMENT_READ | COLOR_ATTACHMENT_WRITE
  [5].dstStageMask    = FRAGMENT_SHADER | COLOR_ATTACHMENT_OUTPUT
  [5].dstAccessMask   = SHADER_SAMPLED_READ
  [5].dependencyFlags = BY_REGION
  [5].viewOffset      = 0
}
=========================================================================

Name:  'VRSRenderPass'
Attachments {
  [0] 'Color'
  [1] 'ShadingRate'
}
Subpasses {
  [0] 'Main'
    colorAttachments = {
      [0] AnyColor, 'out_Color'
    }
}
FeatureSets = { 'MinimalFS', 'part.ShadingRate.NV' }
name               = --
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = DONT_CARE
  [0].storeOp        = DONT_CARE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = GENERAL  (Unknown)
  [0].finalLayout    = GENERAL  (Unknown)
  --------
  [1].flags          = 0
  [1].format         = R8_UINT
  [1].samples        = 1
  [1].loadOp         = DONT_CARE
  [1].storeOp        = DONT_CARE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = GENERAL  (Unknown)
  [1].finalLayout    = GENERAL  (Unknown)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = GENERAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
  [0].fragmentShadingRateAttachment = {
    .pNext      = null
    .attachment = 1
    .layout     = GENERAL
    .aspectMask = COLOR
    .shadingRateAttachmentTexelSize = {16, 16}
  }
}
ci.dependencyCount = 0
=========================================================================


name               = 'VRSRenderPass.def'
ci.flags           = 0
ci.attachmentCount = 2
ci.pAttachments    = {
  [0].flags          = 0
  [0].format         = SwapchainColor
  [0].samples        = 1
  [0].loadOp         = CLEAR
  [0].storeOp        = STORE
  [0].stencilLoadOp  = DONT_CARE
  [0].stencilStoreOp = DONT_CARE
  [0].initialLayout  = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
  [0].finalLayout    = COLOR_ATTACHMENT_OPTIMAL  (ColorAttachment)
  --------
  [1].flags          = 0
  [1].format         = R8_UINT
  [1].samples        = 1
  [1].loadOp         = LOAD
  [1].storeOp        = NONE
  [1].stencilLoadOp  = DONT_CARE
  [1].stencilStoreOp = DONT_CARE
  [1].initialLayout  = FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL  (ShadingRateImage)
  [1].finalLayout    = FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL  (ShadingRateImage)
}
ci.subpassCount = 1
ci.pSubpasses   = {
  [0].flags                = 0
  [0].pipelineBindPoint    = GRAPHICS
  [0].viewMask             = 0
  [0].inputAttachmentCount = 0
  [0].colorAttachmentCount = 1
  [0].pColorAttachments    = {
    [0].pNext      = null
    [0].attachment = 0
    [0].layout     = COLOR_ATTACHMENT_OPTIMAL
    [0].aspectMask = 0
  }
  [0].pDepthStencilAttachment = {}
  [0].preserveAttachmentCount = 0
  [0].fragmentShadingRateAttachment = {
    .pNext      = null
    .attachment = 1
    .layout     = FRAGMENT_SHADING_RATE_ATTACHMENT_OPTIMAL
    .aspectMask = COLOR
    .shadingRateAttachmentTexelSize = {16, 16}
  }
}
ci.dependencyCount = 0
=========================================================================

